From aafa561215b7b69a72d00ed709d6411f6438474d Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 11 Feb 2019 09:36:01 -0800 Subject: SL-10500 Replace clamp on height in atmospherics calcs on fragment shader path. Fix colorspace conversions in material shaders in forward rendering mode. Fix deferred shaders not setting the sun_up_factor uniform and getting moonlight instead of sunlight. --- .../app_settings/shaders/class2/windlight/atmosphericsF.glsl | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/windlight') diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index efcf848ab1..565c00ba79 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -67,7 +67,11 @@ vec3 atmosLighting(vec3 light) void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) { vec3 P = inPositionEye; - + + //(TERRAIN) limit altitude + if (P.y > max_y) P *= (max_y / P.y); + if (P.y < -max_y) P *= (-max_y / P.y); + vec3 tmpLightnorm = lightnorm.xyz; vec3 Pn = normalize(P); @@ -93,7 +97,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) temp2.y = max(0.0, tmpLightnorm.y); temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); + sunlight *= exp(-light_atten * temp2.y); // main atmospheric scattering line integral temp2.z = Plen * density_multiplier; -- cgit v1.2.3